#ifndef _PLAYER_STATE_ATTACKING_H_
#define _PLAYER_STATE_ATTACKING_H_

#include "PlayerState.h"
#include "SFML\Audio.hpp"

class ZeroAttack;
class EntityManager;
class PlayerStateAttacking : public PlayerState
{
public:
	PlayerStateAttacking(Player*, sf::Sound*, sf::Sound*, sf::Sound*, EntityManager*);
	~PlayerStateAttacking(void);

	int update();
	void activate();
	void deactivate();
	char* ID() { return "Attacking"; }

private:
	void verifyMemAlloc();
	sf::Vector2f getOrigin();

	short _attackIncrement;
	sf::Sound* _swing01SFX;
	sf::Sound* _swing02SFX;
	sf::Sound* _swing03SFX;
	EntityManager* _entityManager;
	ZeroAttack* _za;
};

#endif // _PLAYER_STATE_ATTACKING_H_